if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
{
- Send_Effect("arc_overheat",
+ Send_Effect_("arc_overheat",
self.beam_start, self.beam_wantdir, 1 );
sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
}
if ( self.arc_overheat > time )
{
if ( random() < self.arc_heat_percent )
- Send_Effect("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
{
- Send_Effect("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
+ Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
{
if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
- Send_Effect("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
}
if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_muzzleeffect = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum("arc_beam_heal");
- self.beam_hiteffect = particleeffectnum("arc_beam_healimpact");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 20;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 0;
self.beam_hitlight[3] = 0;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 50;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 0;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum("arc_beam_heal");
- self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum("arc_beam");
- self.beam_hiteffect = particleeffectnum("arc_lightning");
+ self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
+ self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;